Furthermore, the creators of a derivate of a CC BY-SA 3.0 licensed work could have an express written (non necessarily publically available) permission from the author of the original work to create a derivative of said work without having to license it under CC BY-SA 3.0 as well (a so-called "exclusive license"), which would exempt them of the obligation of licensing their derivative under CC BY-SA 3.0 as well. Which might sound like a very unlikely scenario in this case, but it is yet another reason why derivates of CC BY-SA licensed works should always be distributed with an explicit license file.
Now for actual sources: [...]
Thanks a lot; it seems that I confused player_api's license file with its readme file.
All of the above said, I am not a lawyer and none of the above constitutes legal advice. Also I don't mean to accuse anyone of illegal conduct and especially not of maliciously illegal conduct or malicious conduct in general. The above reply is merely meant to further explain why I think it would be a good idea to add explicit license information regarding 3d_armor_character.b3d to the project's license file.
[...] the original was by MirceaKitsune under WTFPL and later on relicensed to CC BY-SA 3.0
WTFPL is a non-retractable license, though, which means that the WTFPL license would still apply to (the original version of) character.b3d, alongside the CC BY-SA 3.0 license, in a form of dual-licensing. This means that 3d_armor_character.b3d, despite being based on a CC BY-SA 3.0 licensed model, could be licensed under any license the creators chose, due to that still applying WTFPL license (that is assuming 3d_armor_character.b3d is actually based on that initial version of character.b3d and not on a version that was released after the relicensing happened).
If it's CC BY-SA 3.0, then it's ShareAlike and thus all subsequent iterations of character.b3d have to be licensed under that license.
You're correct in saying that derivates of CC BY-SA 3.0 licensed work have to be licensed under CC BY-SA 3.0 as well. But to my understanding that means that the creators of the derivative have to actively license it under this license, for example via an included license file, and not that it is automatically licensed under the same license by virtue of existing. Meaning that if someone creates a derivate of a CC BY-SA licensed work and fails to include an appropriate license notice with their derivate, then (A) they aren't in compliance with the original work's license, and (B) if I created a derivate of the derivate then I wouldn't be in compliance with the derivate's license either, since there is none.
I was wondering whether 3d_armor_character.b3d was licensed under a Creative Commons license so i could use it in my own mod?
3d_armor's license file says "Special credit to Jordach and MirceaKitsune for providing the default 3d character model", which seems to imply that 3d_armor_character.b3d was based on minetest_game's character.b3d model (which is CC BY-SA 3.0), but which (if any) license 3d_armor_character.b3d itself is released under isn't specified by the license file.
Could you maybe add specifying information, if possible?
Also i'm a bit confused as to why Jordach is credited with providing the default 3d character model, given that player_api's license file only credits them with making the default character texture (and not the model), which seems like there might've been a mistake in one of both license files.
I assume the term "Cheese block" (as used in the license file) is meant to include the mobs_cheese.png texture (which isn't for any block) as well? If so, it might be worth making that explicit.
the ContentDB page for this mod says its media is licensed under CC-BY-3.0, but the license.txt file on codeberg has no information on who created and/or holds copyright of mobs_cheese.png, mobs_cheeseblock.png and mobs_honey_block.png.
Could you add this information and/or tell me? I need this information for my own game, which uses derivates of these textures.
Also, the mod includes textures that are (according to license.txt) licensed under CC BY-SA 4.0 NC, which kinda stands in contrast with the information in ContentDB.
hello, i've got a quick question about this mod's license.
The licensing information in this mod page says that all media are CC-BY-4.0; however, i can't find any licensing information in the older versions of the mod i have installed.
Does that mean that whoever took over develement of this mod after its original developers disappeared (iirc?) slapped this license onto the mod without asking them (which as far as i'm aware would be illegal), or have the original mod developers stated this license somewhere outside of the game files before they disappeared?
That's a really mean and unhelpfull thing to say imo; if you want to critique the creator's drawings you should do so in a constructive way instead of making fun of them, because getting such comments can be rlly demotivating to people.
i for one think that it's rlly impressive how well the hand-drawn tiles are tiling :)
The only thing that I can suggest is to add monsters spawns in some corridors, and rarely maybe a peaceful trader.
randungeon exposes an API that allows other modders to register mob/entity/item spawns for rooms (as in, define groups of mobs/entities/items and which levels they are appropriate for and stuff), but it's only vaguelymdocumented in the api_docs folder of the mob.
modders can use this to register any mob they want to spawn at whatever deph they want it to spawn in.
i'm currently also working on a dungeon crawling game based on my mod, with its own monsters and stuff, but i don't ant to disclose too much about that just now
hi,
thanks for telling me; i will look into this tomorrow (bc rn i'm about to sleep)
the "image image code" etc spam is due to markdown2formspec, which is a mod that randungeon depends on. it'll be removed in the next version of markdown2formspec, tho, according to the maintainer (https://content.minetest.net/threads/4155/).
I used the function that takes a file name rather than a string, in case that's relevant.
(trying to print the resulting formspec into the console results in these <?> characters that indicate a letter that it didn't understand, in case that says anything about minetest's ability to handle these characters and isn't just console related)
I had a problem with markdown files with bullet point lists for this reason, i think.
Your code translated them to formspecs just fine, but it inserted some zero-width-characters in them (in front of the bullet points), which caused the formspec to be displayed as a single "<Invalid UTF-8>" text in minetest (instead of as a wall of text as intended).
I think one easy fix for this common issue would be if your code manually replaced zero-width-separators with normal whitespace or removed them after the formspec code was generated.
I realy like your mod (one of my own mods depends on it), but would it be possible to remove the calls to minetest.log you have in your code?
They cause everyone who plays with my mod (and by extension with yours since mine depends on it) to get lots of log statements in their chats whenever they join the world.
the log messages are because of a dependency of randungeon (markdown2formspec, to be precise), but i hope the log messages problem will be fixed in a later version of that.
Hi, sorry for taking a while to fix this and thanks for the feedback :D
I can't tell exactly which line it is that caused the mod to crash since u didn't post an error screenshot, but i strongly suspect it crashed after you punched the boss "too many" times, causing it to fly up to escape your reach, after which it tried to descend again bc it doesn't like being so far up, which triggered an error i had in the function it uses to fly down in situations like these.
i fixed this error now, so it hopefully shouldn't crash anymore - at least not for this specific reason.
Can you try upgrading to version 1.0.4? as in, hit the "Update" button in the content database menu in minetest?
Furthermore, the creators of a derivate of a CC BY-SA 3.0 licensed work could have an express written (non necessarily publically available) permission from the author of the original work to create a derivative of said work without having to license it under CC BY-SA 3.0 as well (a so-called "exclusive license"), which would exempt them of the obligation of licensing their derivative under CC BY-SA 3.0 as well. Which might sound like a very unlikely scenario in this case, but it is yet another reason why derivates of CC BY-SA licensed works should always be distributed with an explicit license file.
Thanks a lot; it seems that I confused player_api's license file with its readme file.
All of the above said, I am not a lawyer and none of the above constitutes legal advice. Also I don't mean to accuse anyone of illegal conduct and especially not of maliciously illegal conduct or malicious conduct in general. The above reply is merely meant to further explain why I think it would be a good idea to add explicit license information regarding 3d_armor_character.b3d to the project's license file.
(2/2)
WTFPL is a non-retractable license, though, which means that the WTFPL license would still apply to (the original version of) character.b3d, alongside the CC BY-SA 3.0 license, in a form of dual-licensing. This means that 3d_armor_character.b3d, despite being based on a CC BY-SA 3.0 licensed model, could be licensed under any license the creators chose, due to that still applying WTFPL license (that is assuming 3d_armor_character.b3d is actually based on that initial version of character.b3d and not on a version that was released after the relicensing happened).
You're correct in saying that derivates of CC BY-SA 3.0 licensed work have to be licensed under CC BY-SA 3.0 as well. But to my understanding that means that the creators of the derivative have to actively license it under this license, for example via an included license file, and not that it is automatically licensed under the same license by virtue of existing. Meaning that if someone creates a derivate of a CC BY-SA licensed work and fails to include an appropriate license notice with their derivate, then (A) they aren't in compliance with the original work's license, and (B) if I created a derivate of the derivate then I wouldn't be in compliance with the derivate's license either, since there is none.
(1/2)
Hi,
I was wondering whether 3d_armor_character.b3d was licensed under a Creative Commons license so i could use it in my own mod?
3d_armor's license file says "Special credit to Jordach and MirceaKitsune for providing the default 3d character model", which seems to imply that 3d_armor_character.b3d was based on minetest_game's character.b3d model (which is CC BY-SA 3.0), but which (if any) license 3d_armor_character.b3d itself is released under isn't specified by the license file.
Could you maybe add specifying information, if possible?
Also i'm a bit confused as to why Jordach is credited with providing the default 3d character model, given that player_api's license file only credits them with making the default character texture (and not the model), which seems like there might've been a mistake in one of both license files.
Thanks a lot :D
I assume the term "Cheese block" (as used in the license file) is meant to include the mobs_cheese.png texture (which isn't for any block) as well? If so, it might be worth making that explicit.
Hi,
the ContentDB page for this mod says its media is licensed under CC-BY-3.0, but the license.txt file on codeberg has no information on who created and/or holds copyright of mobs_cheese.png, mobs_cheeseblock.png and mobs_honey_block.png. Could you add this information and/or tell me? I need this information for my own game, which uses derivates of these textures.
Also, the mod includes textures that are (according to license.txt) licensed under CC BY-SA 4.0 NC, which kinda stands in contrast with the information in ContentDB.
Wait nvm; i simply missed the README file in my old installation, which clearly states the license. My bad, and sorry for assuming ill!
hello, i've got a quick question about this mod's license.
The licensing information in this mod page says that all media are CC-BY-4.0; however, i can't find any licensing information in the older versions of the mod i have installed.
Does that mean that whoever took over develement of this mod after its original developers disappeared (iirc?) slapped this license onto the mod without asking them (which as far as i'm aware would be illegal), or have the original mod developers stated this license somewhere outside of the game files before they disappeared?
That's a really mean and unhelpfull thing to say imo; if you want to critique the creator's drawings you should do so in a constructive way instead of making fun of them, because getting such comments can be rlly demotivating to people.
i for one think that it's rlly impressive how well the hand-drawn tiles are tiling :)
thanks a lot :)
randungeon exposes an API that allows other modders to register mob/entity/item spawns for rooms (as in, define groups of mobs/entities/items and which levels they are appropriate for and stuff), but it's only vaguelymdocumented in the api_docs folder of the mob. modders can use this to register any mob they want to spawn at whatever deph they want it to spawn in.
i'm currently also working on a dungeon crawling game based on my mod, with its own monsters and stuff, but i don't ant to disclose too much about that just now
Thanks for your review & the problem you pointed out ! i replied (a bit lengthy 😅) in the forums: https://forum.minetest.net/viewtopic.php?p=423668#423668
(i'd suggest we take the topic there bc the forum thread is prolly a better place for it)
Happy to see such a mod made ! Didn't try it out yet bc i only play singleplayer but it's nice to see that it exists
okay, so if you update markdown2formspec to the newest version now the spam in the chat should be fixed.
and if you update randungeon t its newest version (1.1.1) the nether issue should also be fixed, probably (please tell me if it still persists).
hi, thanks for telling me; i will look into this tomorrow (bc rn i'm about to sleep)
the "image image code" etc spam is due to markdown2formspec, which is a mod that randungeon depends on. it'll be removed in the next version of markdown2formspec, tho, according to the maintainer (https://content.minetest.net/threads/4155/).
minetest 5.4
I used the function that takes a file name rather than a string, in case that's relevant.
(trying to print the resulting formspec into the console results in these <?> characters that indicate a letter that it didn't understand, in case that says anything about minetest's ability to handle these characters and isn't just console related)
Thanks a lot, I appreciate it :D
I had a problem with markdown files with bullet point lists for this reason, i think.
Your code translated them to formspecs just fine, but it inserted some zero-width-characters in them (in front of the bullet points), which caused the formspec to be displayed as a single "<Invalid UTF-8>" text in minetest (instead of as a wall of text as intended).
I think one easy fix for this common issue would be if your code manually replaced zero-width-separators with normal whitespace or removed them after the formspec code was generated.
Hi,
I realy like your mod (one of my own mods depends on it), but would it be possible to remove the calls to minetest.log you have in your code?
They cause everyone who plays with my mod (and by extension with yours since mine depends on it) to get lots of log statements in their chats whenever they join the world.
Thanks for providing this awesome mod :D
thanks a lot ! i'm looking forward to hear your impression of it once you tested it :)
thanks for your feedback, it means a lot to me !
the log messages are because of a dependency of randungeon (markdown2formspec, to be precise), but i hope the log messages problem will be fixed in a later version of that.
Hi, sorry for taking a while to fix this and thanks for the feedback :D
I can't tell exactly which line it is that caused the mod to crash since u didn't post an error screenshot, but i strongly suspect it crashed after you punched the boss "too many" times, causing it to fly up to escape your reach, after which it tried to descend again bc it doesn't like being so far up, which triggered an error i had in the function it uses to fly down in situations like these.
i fixed this error now, so it hopefully shouldn't crash anymore - at least not for this specific reason.
Can you try upgrading to version 1.0.4? as in, hit the "Update" button in the content database menu in minetest?